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July 19th, 2004, 10:53 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Fantasy Empires Mod Discussion
As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).
The Generate points minerals shows nowhere, but it does work. It will not be displayed either on the creature or in the Empire status screen though (it should show in your score however). The same goes for the Generate points Intelligence ability, although this one may show in the Intelligence screen (at any rate, it will show in your score).
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July 19th, 2004, 03:50 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Fantasy Empires Mod Discussion
actually every point generation abilities (mineral, organic, radioactive, research, intel) will work on components but will not show up.
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July 19th, 2004, 07:12 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Fantasy Empires Mod Discussion
Quote:
Originally posted by madkillercat:
Sorry, if the above is already done. I messed up registering at PBW and haven't looked at the patch yet.
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Nope, all those bugs were still there, so thanks! I edited the buglist below to include them.
With the Dopplegangers, I think I was testing to see if Mineral Generation worked at all (for a different component), but forgot to change it back to intel! Doh!
For using Point Generation in mods, I find that Research and Intel generation are fine, since your actual totals do show up in the Research and Intel screens. The Resource ones (mins, rad, orgs) do function, but the actual totals are not displayed anywhere... so you would have no way of telling how much you are generating (other than keep track manually... yech )
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July 21st, 2004, 02:48 AM
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Private
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Join Date: Jun 2004
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Re: Fantasy Empires Mod Discussion
Quote:
Originally posted by Alneyan:
As far as I know, the AI is rather... hmm... carefree with component restrictions, and so will unlikely abide by the same rules as we do (for example, I seem to recall the AI doesn't really like "one per vehicle" restrictions, and will say so by putting four bridges per ship).
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I've noticed that before. I just don't remember seeing the AI put Base (only) components into a Weapon Platform...
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July 25th, 2004, 12:52 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Fantasy Empires Mod Discussion
Wouldn't it make more sense if all atmosphere's where oxygen?
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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July 25th, 2004, 03:11 AM
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Private
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Join Date: Jun 2004
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Re: Fantasy Empires Mod Discussion
From Readme-FantasyEmpiresMod.txt:
Quote:
Why do all the cities have an atmosphere type?
Each atmosphere type represents an alignment, but, unfortunately, the names are hard-coded, so we are stuck with atmospheres in our cities. I considered giving all the cities the same atmosphere, but I think that takes away part of the fun from the SE4 design.
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July 27th, 2004, 06:36 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Fantasy Empires Mod Discussion
Ah.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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